This is a re-flavored and slightly re-adjusted Circle of Spores
(up to level 3)
Druids of the Circle of the Hive find beauty in the harmony of the hive. They see within bees and their intricate societies the ability to transform the environment into a thriving, interconnected ecosystem. These druids believe that healing and radiance are parts of a grand cycle, with one leading to the other and then back again. Healing isn't just the restoration of life, but a transformation that fosters growth and vitality in new forms.
Druids of this circle have a complex relationship with those who disrupt the balance of nature. They see nothing inherently wrong with natural challenges, which they consider to be a companion to growth and renewal. Forces that seek to replace all harmony with chaos, or that try to prevent the restoration of balance, violate the cycle and must be thwarted.

Your unique connection to the hive grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip and the Radiant Sting cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Hives Spell table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Hive Spells | |
|---|---|
Druid Level | Circle Spells |
2nd | |
3rd | |
Starting at 2nd level, you are surrounded by invisible, dream-like bees that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 radiant or necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC.
The damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Also at 2nd level, you gain the ability to channel magic into the dreamy bees. As an action, you can expend a use of your Wild Shape feature to materialize the dream-like bees into existence, rather than transforming into a beast form.
You gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
When you deal your Halo of Dreamy Bees damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 radiant or necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.